#version 430 core
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inTexCoord;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inTangent;
layout (location = 4) in vec3 inBitangent;
layout (location = 5) in vec4 inMBoneIDs;
layout (location = 6) in vec4 inMWeights;
layout (location = 7) in mat4 inTrans;

out vec2 texCoord;

uniform mat4 trans;
uniform mat4 view;
uniform mat4 projection;

uniform float curTime;

void main()
{
    vec4 curPos = projection * view * trans * vec4(inPos, 1.0f);
    gl_Position = curPos;
    texCoord = inTexCoord;
}
